Saturday, August 2, 2014
With their faces concealed and in dim light, their curvacious form may fool an adventurer a long way from the warm embrance of the desired sex. Though they do not speak, the may emmit an Aura of Seduction that requires a great willpower to overcome.
If some unfortunate soul falls under their power, they will drag him or her below the waters and drown them, feasting like sharks upon their still living flesh. They are not warriors however, and will quickly scatter or flee once they have their dinner, or are outnumbered.
Friday, August 1, 2014
After intense study, he created the thermos. The container will hold up to two two litres of any liquid. Then, once the lid is screwed on and removed, the liquid inside is gone. The liquid can be recalled at will, in its original consistence and temperature.
It is thought that Thermos died when he accidentally recalled a potion of decomposition instead of chicken soup. His creation was then claimed by the Guide of Alchemists, who attempted to replicate the device, to middling success. Numerous copies now exist, though many of them are not as sturdy or reliable as the original.
Tuesday, July 29, 2014
After his death, a team of delvers sacked the lair and with heavy looses, finally defeated the guardians and then proceeded to loot the place clean.
That would have been the end of it, but during the looting, the party's mage found the sorcerer's spellbook. It contained instructions on how to create more of the insidious fiends.
The mage then made copies and sold the spell to other sorcerers and bopclowns spread, until they became the scourge to delvers that they are today.
Bops are usually deployed to guard or block access to specific areas, and can remain deflated and dormant for many centuries, long after their original purpose has long since eroded away. For that reason they can be found almost anywhere. When disturbed, they inflate with incredible speed, ready to block trespassers and would-be robbers.
Most are created with a password or are tuned to a biothaumatical signature that allows a person to step past the creatures without incident. Most bops do not attack directly, but anyone not cleared are simply blocked from moving forward. It is only when attacked that the construct displays its true powers.
Anytime the creature is attacked, it immediately responds with equal force back upon its attacker. The harder you hit it, the harder it responds. In addition, most are impervious to blunt weapons and many simply deflate if attacked from a distance.
Sunday, July 27, 2014
What group will your party meet?
It requires no special magical preparation and consists only of alcohol, milk and crow's eggs making it easy for fighters to brew their own batches. Many taverns and guild halls catering to warriors will usually have a few bottles for sale stashed away.
The concoction provides an immediate powerful boost to the person's aggression and strength that lasts for 1D4 hours (give or take a few hours depending on the person's endurance and/or capacity for alcohol).
Once the bonus has worn off however, it comes with a terrible hangover that lasts anywhere up to a whole day (2D10 hour) where in the person is barely functional and comes with massive penalties to almost ALL rolls. A failure of any role during this time is accompanied by a bout of projectile vomiting lasting D6 minutes in which the character cannot perform any actions whatsoever.
Saturday, July 26, 2014
Vali: Fall of Gods, by Rasmus Berggreen. Has there ever been a rule system that can handle giant beasts like this? (see also, Shadow of the Collosss and Golden Axe: Beast Rider).
Interesting concept, but let's be clear ...NOT what people wanted in a Golden Axe game.
This game however, was one hundred and six degrees of pure awesome.
Friday, July 25, 2014
|Image Source and Explanation.|
The village of Gath lies not two miles from the gate, but the locals rarely speak them and have no apparent history or lore surrounding them. If asked, they simply shrug and answer, "They have always been there", but keen observers will note that local children never play on the hill, and sheppard never let their flocks linger.
No cults are know to worship the stones and no rituals are performed between its walls. Curiously, despite its relative proximity to the Spire there is not a single mention of the gates in the entire library which is considered to be one of the most complete collections of magical lore in the southlands. The only clue lies in a thick volume detailing the history of the region, where several pages have been ripped out, often at the start of a section detailing some great calamity.
To correct this oversite, there is currently an expiation at the site, lead by Scholar Brussic of the Spire. They were expected back two days ago but other travelers from the area speak of severe storms in the valley, which may have delayed their return somewhat.
Thursday, July 24, 2014
|Link to youtube of MST3K movie|
The helm disappeared for many ages, until reappearing in recent times on the head of Gorbash the Grotesque, the notorious right hand of the Dark Sorceress Tiffany. After his humiliating death, it has been worn by a number of would-be conquerors, despots and mad emperors.
The effect of the helm is more psychological than magical, but may actually be more powerful because of it. While sporting the helm, the wearer believes themselves to be much more powerful and charismatic than they actually are, but people who look upon the wearer usually take them to be rather ridiculous, and therefore slightly less powerful than they appear to be.
This megalomaniac behavior grows over time and always as a natural reflection of the wearer's actual personality: strong and dominant people will become bullies, intellectuals will become cold and superior, hippies will become obnoxious, people who believe themselves to be attractive will become leering and vulgar, hipsters will remain hipsters,and god help you all if the character believes themselves to be funny.
In game terms, the helm is actually a detriment to any charisma roles that effect other people. However, the helm also supplies a bonus to the wearer whenever they are the target of a charisma roll. In addition, it also provides powerful protection against spells of persuasion charm and domination.